Re: Inner Fire

Originally Posted by K21Nova

...which is exactly why the charges should be removed. Seals were 30 seconds to begin with, now they're 30 minutes and undispellable. All mage armors were made undispellable, Inner Fire was made undispellable.

All changes towards better playability.

Charges on Inner Fire are an outdated feature. I don't see any reason, or anyone making any argument why they should be kept.

Because for a class to gain that much armor from one spell (improved and probably glyphed) why aren't we just wearing leather? There has to be a downside, and this is it.

Re: Inner Fire

Originally Posted by Kelesti

Because for a class to gain that much armor from one spell (improved and probably glyphed) why aren't we just wearing leather? There has to be a downside, and this is it.

Increases your resistance to all magic by 40 and allows 50% of your mana regeneration to continue while casting. In addition, the duration of all harmful Magic effects used against you is reduced by 50%. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.

--

40 resistance which is always nice, 50% mana regen which we spend 3 talent points for AND half duration for every magical debuff you could have on you. Where exactly is the downside there?

--

We get armor from our spell because we NEED it. Because in pvp we are tanks. Mages don't need armor because they can kite the hell out of melees and have multiple ways to get away from them.

Charges on inner fire are outdated. Charges are not only inconvienient, but can also be deadly if you get stunlocked and your inner fire goes down while still stunned.

You know what is better than drinking a beer? Brewing your own beer. And then drinking it. And then... Drinking another beer. And then, punching somebody in the snout! That's what!

Re: Inner Fire

With 32 charges on the spell, if you lose though in such a short period of time without any respite to spare one GCD for recast, you're probably dead.

IF + Shadowform without charges? Hmm, might as well just give us leather. :P You'd be sitting at 40%+ Physical reduction with the two buffs combined, and a flat 15% on magic. Charges are there cause of it's high mitigation. The resistanceon Mage Armor is good also, but unless I'm horribly mistaken there's no armor value?

Re: Inner Fire

Originally Posted by AetherMcLoud

Increases your resistance to all magic by 40 and allows 50% of your mana regeneration to continue while casting. In addition, the duration of all harmful Magic effects used against you is reduced by 50%. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.

--

40 resistance which is always nice, 50% mana regen which we spend 3 talent points for AND half duration for every magical debuff you could have on you. Where exactly is the downside there?

--

We get armor from our spell because we NEED it. Because in pvp we are tanks. Mages don't need armor because they can kite the hell out of melees and have multiple ways to get away from them.

Charges on inner fire are outdated. Charges are not only inconvienient, but can also be deadly if you get stunlocked and your inner fire goes down while still stunned.

Blizzard have stated many many times that you cannot compare 1 spell/ability directly with another... any arguments made along those lines have very little weight because class spells/abilities are balanced as a package and are never ment to be under such micro scrutiny.

Fact is Blizzard are trying to resist as much homoginisation as possible and this is one of those spells that has a very unique mechanic. For that reason Blizzard want to keep it, the spell is priced very reasonably and it provides quite a large buff for it's cost. Hence the charges will stay, however there is a trend that Blizzard eventually bow to pressure and i'm sure the whinging from priests will eventually get them to remove the charges but i'm of the opinion that it isn't necessary.